Sealeaf - Extended Cut
A modular hydroponic floating agricultural system for urban coastal environments.
Stakeholders
Sealeaf
Royal College of Art
Full length cut (The Problem, The Insight, The Idea and The Execution)
SEALEAF is a modular hydroponic floating agricultural system for urban coastal environments that challenges the systems of land use and a culture of global food importation by returning food production to the centre of its consumption. By 2015, a project 340 million people will reside in the worlds 21 megacities, of which 18 are coastal. Feeding these cities against a backdrop of explosive population growth, urbanization, rising sea levels, desertification and a demand for abundance will become a challenge beyond that of our existing infrastructure. However we at SEALEAF believe that while our working urban space decreases and prices can only increase there is still ‘land’ available to us. This land surrounds our cities, is largely under utilized, is cheap and is actually increasing.
This land is water.
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Sealeaf - Short Cut
A modular hydroponic floating agricultural system for urban coastal environments.
Stakeholders
Sealeaf
Royal College of Art
Short Cut (The Idea)
SEALEAF is a modular hydroponic floating agricultural system for urban coastal environments that challenges the systems of land use and a culture of global food importation by returning food production to the centre of its consumption. By 2015, a project 340 million people will reside in the worlds 21 megacities, of which 18 are coastal. Feeding these cities against a backdrop of explosive population growth, urbanization, rising sea levels, desertification and a demand for abundance will become a challenge beyond that of our existing infrastructure. However we at SEALEAF believe that while our working urban space decreases and prices can only increase there is still ‘land’ available to us. This land surrounds our cities, is largely under utilized, is cheap and is actually increasing.
This land is water.
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Ghost
A personal training instrument for the visually impaired paraathlete
Stakeholder
Rio Tinto
London 2012 Olympics
A 3 week group project in collaboration with the London Paralympic Games 2012, Rio Tinto and world class athlete stakeholders such as Jimmy Godard and Iain Dawson.
Download and train on their 'Ghost'.
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Shockcube
Touch based entertainment environment featuring haptic pain feedback.
Client
Shockcube
Utilising a large multi-touch surface, multiple electrodes and an entertaining array of mini-games our team created an engaging game environment featuring haptic pain feedback. The idea is for each player to be outfitted with multiple electrodes throughout the body and as this player successfully navigates through various challenges their opponents are physically shocked. The experience of beating your opponent physically rather than virtually certainly makes for interesting gameplay.
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Guerrilla London
A re-imagining of the 'Airport Arrival Hall Game' inspired by the London 2012 Olympics
Client
Royal College of Art
Gifted a unique London location (Heathrow Airport) then asked to critically analyse what constitutes a game and install our own inspired by the 2012 Olympic Games. Research identified a game known to many, but realised by few, the "Airport Arrival Hall Game". Discovering 2 players, the "Waiter" and the "Arriver", we opted to introduce a 3rd player, one looking for whatever they can get.
Shot over 3 days while dodging security the project resulted in a short film.
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Dongdaemun
Crafting a unique identity and suite of experiences for the Dongdaemun fashion district of Seoul.
Stakeholder
Samsung
Seoul Government
An international joint project with Korea's KAIST University on location in Seoul. Collaborating with the Seoul government, Samsung, LG, Seoul Design Foundation, and the British Council.
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Datacubes
An experiment into alternate channels of information delivery and retrieval.
Client
Self Initiated
Ever since Johannes Gutenberg invented the mechanical printing press mankind has lived with an abundance of information. Entering the information age we have all come to experience to some degree what Alvin Toffler popularly introduced as "Information Overload". Or as Clay Shirky would say "It's Not Information Overload. It's Filter Failure". Either way the information available to us today is vast and the tools we use to analyse it inadequate. Technologies such as search engines, widgets and RSS offer us a taste of how an incomprehensible mass of information can be efficiently accessed and tailored to our requirements but still fall short of the optimum or preferred experience. My project, Datacubes, is not intended as a solution to this problem but instead an experiment as to how information could one day be condensed and offered through new methods and technologies.
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